5.2 PTR - Build 16446 - Tier 15 Set Bonuses, New Pets, Items

It's time for the second 5.2 PTR build--the first was back in December! This build has all the Tier 15 set bonuses, 16 new mounts and pets, new reputation insignias, and more troll gear like Loa-Binder Disc! Be sure to check out our Build 16446 video and screenshot post on new models, abilities, and rebuilt Stormwind and Orgrimmar.

Vanity Pets

There are eight new pets datamined in this build. We've included their location and flavor text from the Pet Journal:

Mountain Panda: reward from Beasts of Fable, the new elite battle pet quest. "Cousin to the Snowy Panda, Mountain Pandas reside in the lower regions of Kun-Lai Summit."

Snowy Panda: reward from Beasts of Fable, the new elite battle pet quest. "The white fur of the Snowy Panda allows it to hide in the snowbanks of Kun-Lai Summit.

Son of Animus: drop from Throne of Thunder. "Forged in the Throne of Thunder, these tiny creations are servants of the great Dark Animus."

Spectral Porcupette: reward from the quest "A Large Pile of Giant Dinosaur Bones" from the Isle of Giants. "Something about this creature looks familiar..."

Stunted Direhorn: drop from Isle of Giants. "Even at this tiny size, Direhorns are known to wreck havoc on unsuspecting victims."

Sunfur Panda: reward from Beasts of Fable, the new elite battle pet quest. "These cuddly rascals enjoy basking in the sun, sleeping in the sun, and napping in the sun."

Sunreaver Micro-Sentry: drop from Sunreaver Construct in the Lighting Isle. "Loyal to the Sunreavers from creation, these pint-sized constructs can still pack a punch."

Zandalari Kneebiter: drop from Isle of Giants. "This unique raptor was born on the island of Zandalar and transported here along with the rest of the Zandalari army."

In addition, there is a new Pet Battle achievement, Fabled Pandaren Tamer, for defeating a new Elite Pet, and a new bag of pet supplies, Fabled Pandaren Pet Supplies. Elite pets are really tough pets, accessible via a quest, that are meant to be fought with your entire team.

Item - Mage T15 4P Bonus: Increases the effects of Arcane Charges by 20%, increases the critical strike chance of Pyroblast by 5%, and increases the chance for your Frostbolt to trigger Fingers of Frost by an additional 6%.

Classes

Army of the Dead: Summons an entire legion of Ghouls to fight for the Death Knight for 40 sec. The Ghouls will swarm the area, taunting and fighting anything they can. While channeling Army of the Dead, the Death Knight takes less damage equal to his Dodge plus Parry chance.

Reaping: Whenever you hit with Blood Strike, Pestilence, Festering Strike, Icy Touch, or Blood Boil, the Runes spent will become Death Runes when they activate. Death Runes count as a Blood, Frost or Unholy Rune.

Summon Gargoyle: A Gargoyle flies into the area and bombards the target with NaturePlague damage modified by the Death Knight's attack power. Persists for 30 sec.

: You summon a torrent of Chi energy and hurl it at the target, dealing 138 to 413276 to 827 Nature damage to all enemies, and 325 to 972649 to 1944 healing to all allies in its path. Chi Burst will always heal the Monk. While casting Chi Burst, you continue to dodge, parry, and auto-attack.

Chi Burst: You summon a torrent of Chi energy and hurl it at the target, dealing 138 to 413276 to 827 Nature damage to all enemies, and 325 to 972649 to 1944 healing to all allies in its path. Chi Burst will always heal the Monk. While casting Chi Burst, you continue to dodge, parry, and auto-attack.

Chi Torpedo: Torpedo a distance in front of you, dealing 1671 to 19411914 to 2224 Nature damage to all enemies and 8408 healing to all allies in your path. Chi Torpedo replaces Roll.

Chi Torpedo: Torpedo a distance in front of you, dealing 1671 to 19411914 to 2224 Nature damage to all enemies and 8408 healing to all allies in your path. Chi Torpedo replaces Roll.

Crackling Jade Lightning: Channels Jade lightning at the target, causing 1182 Nature damage over 6 sec. When dealing damage, you have a 35%30% chance to generate 1 Chi. If the enemy attacks you within melee range while victim to Crackling Jade Lightning, they are knocked back a short distance. This effect has an 8 sec cooldown.

Enveloping Mist: Heals the target for 60768 to 70614 (+ 66.5%44448 (+ 45% of SpellPower) over 6 sec, and increases the healing the target receives from your Soothing Mist by 30%. If cast while channeling Soothing Mist, Enveloping Mist will be instant cast.

Gift of the Serpent: You form a Healing Sphere out of healing mists at the target location for 31 min. If allies walk through it, they consume the sphere, healing themselves for 9986. Maximum of 3 Healing Spheres can be active by the Monk at any given time. If the Healing Sphere expires before being used, an ally nearby within 6 yards of the sphere will be healed for 50% of the effect.

Healing Elixirs: Every 18 sec, you gain Healing Elixirs, causing your next Brew or Tea to also heal you for 10%15% of your total health.

Detonate Chi: You form a Healing Sphere out of healing mists at the target location for 31 min. If allies walk through it, they consume the sphere, healing themselves for 9986. Maximum of 3 Healing Spheres can be active by the Monk at any given time. If the Healing Sphere expires before being used, an ally nearby within 6 yards of the sphere will be healed for 50% of the effect.

: You form a Healing Sphere out of healing mists at the target location for 31 min. If allies walk through it, they consume the sphere, healing themselves for 9986. Maximum of 3 Healing Spheres can be active by the Monk at any given time. If the Healing Sphere expires before being used, an ally nearby within 6 yards of the sphere will be healed for 50% of the effect.

: You form a Healing Sphere out of healing mists at the target location for 31 min. If allies walk through it, they consume the sphere, healing themselves for 9986. Maximum of 3 Healing Spheres can be active by the Monk at any given time. If the Healing Sphere expires before being used, an ally nearby within 6 yards of the sphere will be healed for 50% of the effect.

Gift of the Serpent: You form a Healing Sphere out of healing mists at the target location for 31 min. If allies walk through it, they consume the sphere, healing themselves for 9986. Maximum of 3 Healing Spheres can be active by the Monk at any given time. If the Healing Sphere expires before being used, an ally nearby within 6 yards of the sphere will be healed for 50% of the effect.

Paralysis: You cause the target's muscles to contract, incapacitating them for 30 sec. If done from behind the target, the duration is doubled. Only one target can be victim to Paralysis at any given time. Any damage taken will cancel the effect.

Renewing Mist: You surround the target with healing mists, restoring 2266 (+ 10.7% of SpellPower) health every 2 sec for 18 sec. Generates 1 Chi. Each time Renewing Mist heals, it also travels to the closest nearby injured party or raid memberfriendly target within 20 yards, up to 2 times.

Zen Sphere: Forms a Zen Sphere above the target, healing the target for 126 and dealing 41 Nature damage to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only one Zen Spheretwo Zen Spheres can be summoned at any one time. If the target of the Zen Sphere reaches 35% or lower health or if the Zen Sphere is cast again while active, the Zen Spheredispelled it will detonate, dealing 144 Nature damage and 338 healing to all targets within 10 yards.

Zen Sphere: Detonate: Forms a Zen Sphere above the target, healing the target for 126 and dealing 41 Nature damage to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only one Zen Spheretwo Zen Spheres can be summoned at any one time. If the target of the Zen Sphere reaches 35% or lower health or if the Zen Sphere is cast again while active, the Zen Spheredispelled it will detonate, dealing 144 Nature damage and 338 healing to all targets within 10 yards.

Zen Sphere: Detonate: Forms a Zen Sphere above the target, healing the target for 126 and dealing 41 Nature damage to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only one Zen Spheretwo Zen Spheres can be summoned at any one time. If the target of the Zen Sphere reaches 35% or lower health or if the Zen Sphere is cast again while active, the Zen Spheredispelled it will detonate, dealing 144 Nature damage and 338 healing to all targets within 10 yards.

Chi Burst: You summon a torrent of Chi energy and hurl it at the target, dealing 138 to 413276 to 827 Nature damage to all enemies, and 325 to 972649 to 1944 healing to all allies in its path. Chi Burst will always heal the Monk. While casting Chi Burst, you continue to dodge, parry, and auto-attack.

Chi Torpedo: Torpedo a distance in front of you, dealing 1671 to 19411914 to 2224 Nature damage to all enemies and 8408 healing to all allies in your path. Chi Torpedo replaces Roll.

Chi Wave: You cause a wave of Chi energy to flow through friend and foe, dealing 124 Nature damage or 288 healing. Bounces up to 7 times to the nearest targets within 20 yards. When bouncing to allies, Chi Wave will prefer those injured over full health.

Dampen Harm: You dampen the damage from the most harmful attacks done to you. The next 3 attacks within 45 sec that deal damage equal to 20% or more of your total health are reduced in half. Dampen Harm can be cast while stunned.

Healing Elixirs: Every 18 sec, you gain Healing Elixirs, causing your next Brew or Tea to also heal you for 10%15% of your total health.

Ring of Peace: Forms a sanctuary around youthe target for 8 sec, causing all enemies to be unable to attack or cast harmful spells while within it. Lasts 10 sec.silenced and disarmed within 8 yards.

Zen Sphere: Forms a Zen Sphere above the target, healing the target for 126 and dealing 41 Nature damage to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only one Zen Spheretwo Zen Spheres can be summoned at any one time. If the target of the Zen Sphere reaches 35% or lower health or if the Zen Sphere is cast again while active, the Zen Spheredispelled it will detonate, dealing 144 Nature damage and 338 healing to all targets within 10 yards.

Brewing: Tigereye Brew: For each 43 Chi you consume through use of abilities and attacks, you gain a charge of Tigereye Brew. Use Tigereye Brew to consume the charges, granting you 1.00% increased damage for 15 sec. Tigereye Brew can stack up to 10 times.20 times, but can only consume up to 10 stacks at a time for 10.00% increased damage.

: You and the target charge each other, meeting halfway then stunning all targets within 6 yards for 4 sec.

Enveloping Mist: Heals the target for 60768 to 70614 (+ 66.5%44448 (+ 45% of SpellPower) over 6 sec, and increases the healing the target receives from your Soothing Mist by 30%. If cast while channeling Soothing Mist, Enveloping Mist will be instant cast.

Life Cocoon: Encases the target in a cocoon of Chi energy, absorbing (((($SP * 5.5) + 3995879916))) damage and increasing all periodic healing taken by 50%. Lasts for 12 sec.

Mastery: Bottled Fury: Grants a 0% chance for Jab to cause your next Tiger Palm to cost no Chi, or your next Blackout Kick to cost no Chi.an additional 0.00% damage per Tigereye Brew stack.

Mastery: Gift of the Serpent: You have a 1% chance when you heal to summon a Healing Sphere nearby an injured ally for 1 min30 sec. Allies who walk through the sphere will be healed for 9986. If the Healing Sphere expires before being used, an ally nearby within 6 yards of the sphere will be healed for 50% of the effect.

Renewing Mist: You surround the target with healing mists, restoring 2266 (+ 10.7% of SpellPower) health every 2 sec for 18 sec. Generates 1 Chi. Each time Renewing Mist heals, it also travels to the closest nearby injured party or raid memberfriendly target within 20 yards, up to 2 times.

Soothing Mist: Heals the target for 20552 to 23872 (+ 17.92% of SpellPower) over 8 sec. When you heal with Soothing Mist, you have a 35%30% chance to generate 1 Chi.

Summon Black Ox Statue: Summons a Black Ox Statue at the target location. Lasts for 15 min. Only one Black Ox Statue can be summoned at any one time. The Black Ox Statue interacts with your Provoke and Leer of the Ox abilities. Sanctuary of the Ox (Passive) Everytime the Monk deals AP*168) damage, the Black Ox statue will cast Guard on an injured party or raid member within 40 yards absorbing ((AP * 1.971) + 14232 * 1 damage lasting 30 sec. This effect cannot be cast onto the Monk.)

Tigereye Brew: Increases damage done by 2%1.00% per stack of Tigereye Brew active, consuming yourup to 10 Tigereye Brew stacks. Lasts 15 sec. Brewing: Tigereye BrewFor each 3 Chi you consume through use of abilities and attacks, you gain a charge of Tigereye Brew. Use Tigereye Brew to consume the charges, granting you 1.00% increased damage for 15 sec. Tigereye Brew can stack up to 20 times, but can only consume up to 10 stacks at a time for 10.00% increased damage.

Faerie Swarm: Causes 3 applications of the Weakened Armor debuff and reduces the target's movement speed by 50% for 15 sec. While affected, the target cannot stealth or turn invisible. You may only snare 1 target at a time. Deals 10 damage when cast from Bear Form. Useable in all shapeshift forms, but incurs a 6 sec cooldown while in Bear Form or Cat Form.

: Creates a symbiotic link which grants the Druid one ability belonging to the target's class, varying by the Druid's specialization. Also grants the target one Druid ability based on their class and combat role. Lasts 1 hour and persists through death. Cannot be cast on other Druids. Effect cancelled if Druid and target become too far apart.

Mass Entanglement: Roots your target in place for 20 sec and spreads to additional nearby enemies. Affects 5 total targets. Damage caused may interrupt the effect. Useable in all shapeshift forms.

Nature's Vigil: Increases all damage and healing done by 20%10% for 30 sec. While active, all single-target healing spells also damage a nearby enemy target for 25% of the healing done, and all single-target damage spells and abilities also heal a nearby friendly target for 25% of the damage done.

Hunter's Mark: Places the Hunter's Mark on the target, increasing the ranged damage of all attackers against that target by 5%. In addition, the target of this abilityThe target can always be seen and tracked by the Hunter. whether it stealths or turns invisible. The target also appears on the mini-mapArcane Shot, Chimera Shot, Kill Command, and Explosive Shot automatically apply Hunter's Mark. Lasts for 5 min.

: Causes 810016200 Nature damage over 15 sec.

Stampede: Summons all of your pets to fight your current target for 20 sec. Your pets deal 175% of their normal damage while summoned this way.

Talents and Specialization

Iron Hawk: The Hunter takes on the aspects of an iron hawk, increasing ranged attack power by 10%15%, and reducing all damage taken by 15%. Only one Aspect can be active at a time. Replaces Aspect of the Hawk.

Narrow Escape: When you Disengage, you also activate a web trap which encases all targets within 8 yards in sticky webs, preventing movement for 8 sec.until cancelled.

Powershot: You wind up a powerful shot, which deals 800% weapon damage to the target and 400% weapon damage to all enemies in between you and the target. Moving targets can avoid this damage. Enemies hit by Powershot are also knocked back.

: A shot that silences the target and interrupts spellcasting for 3 sec.

Wyvern Sting: A stinging shot that puts the target to sleep for 30 sec. Any damage will cancel the effect. Only one Sting per Hunter can be active on the target at a time.

: Increases the damage of your Serpent Sting by 50%, and causes it to also deal instant damage equal to 30%15% of its total periodic effect.

Glyphs

: Your Aimed Shot can now be used while moving.

Glyph of Chimaera Shot: Increases the healing you receive from Chimera Shot by an additional 2% of your maximum health.

Blink: Teleports the caster 20 yards forward, unless something is in the way. Also frees the caster from stuns and bonds.

Deep Freeze: Stuns the target for 4 sec. Only usable on Frozen targets.

Evocation: Gain 15% of your total mana $?s56380&!s11400340%20% of your total health upon completion]Fire Blast: Blasts the enemy for 964 to 1142 (+ 78.9% of SpellPower) Fire damage.$?s89926&s114923

Frost Bomb: Places a Frost Bomb on the target. After 64 sec, the bomb explodes, dealing 3286 (+ 246.2% of SpellPower) Frost damage to the primary target, and 1643 (+ 123.1% of SpellPower) Frost damage to all other targets within 10 yds. All affected targets are slowed by 70% for 2 sec. Frost Bomb's countdown and cooldown are reduced by haste.

Ice Lance: Deals 228 to 292 (+ 25% of SpellPower) Frost damage to an enemy target$?s56377&!a445444050 / 100) to (292 ( + 25% of SpellPower) * 4050 / 100) Frost damage to a second nearby target]4050 / 100) to (292 ( + 25% of SpellPower) * 1.25 * 4050 / 100) Frost damage to a second nearby target]Blazing Speed: Suppresses movement slowing effects and increases your movement speed by 150% for 1 sec. May only be activated after taking a melee or spell hit, or after you kill an enemy that yields experience or honorAlso frees the caster from stuns and bonds, and makes them immune for the duration. This spell may be cast while a cast time spell is in progress and is not on the global cooldown. Replaces Blink.

Cold Snap: When activated, this spell finishes the cooldown of your Ice Block, Frost Nova, and Cone of Cold spells, Instantly restores 30% of yourand heals you for 15% of your maximum health. This spell is usable while stunned, frozen, incapacitated, feared or asleep, and is not on the global cooldown.

Frost Bomb: Places a Frost Bomb on the target. After 64 sec, the bomb explodes, dealing 3286 (+ 246.2% of SpellPower) Frost damage to the primary target, and 1643 (+ 123.1% of SpellPower) Frost damage to all other targets within 10 yds. All affected targets are slowed by 70% for 2 sec. Frost Bomb's countdown and cooldown are reduced by haste.

Frostjaw: Silences and freezes the target in place for 8 sec. Lasts half as long versus Player targets. Damage caused may interrupt the effect.

Greater Invisibility: Instantly makes the caster invisible, reducing all threat, and removing two damage over time effects. While invisible, you are untargetable by enemies. Lasts 20 sec. Invisibility is cancelled if you perform any actions. Damage taken is reduced by 90% while invisible and for 3 sec after coming out of invisibility. Replaces Invisibility.

Ice Floes: Allows you to move while casting and channeling the next 2 Mage spells that have a base cast or channel time less than 4 sec. This spell may be cast while a cast time spell is in progress and is not on the global cooldown.

: Reduces the cooldown of Evocation to 10 sec, but you passively regenerate 50% less manaRemoves Evocation's cooldown and reduces its channel period and duration by 50%. Completing an Evocation causes you to deal 25%15% increased spell damage, for 40 sec.but passively regenerate 50% less mana, for 1 min.

Rune of Power: Places a Rune of Power on the ground, which lasts for 1 min. While standing in your own Rune of Power, your mana regeneration is increased by 100%75% and your spell damage is increased by 15%. Only 2 Runes of Power can be placed at one time. Replaces Evocation.

Arcane Blast: Blasts the target with energy, dealing 650 to 755 (+ 100.8% of SpellPower) Arcane damage. Generates an Arcane Charge. Arcane Blast's damage is increased by 24%25% per Arcane Charge, and its mana cost is increased by 125%75% per Arcane Charge.

Arcane Charge: An arcane charge, generated by Arcane Blast, Arcane Missiles, and Arcane Explosion, and consumed by Arcane Barrage: Arcane Blast Generates a charge. Arcane Blast's damage is increased by 24%25% per charge, and its mana cost increased by 125%75% per charge. Arcane Missiles Generates a charge. Arcane Missiles' damage is increased by 24%25% per charge. Arcane Explosion Refreshes charges and has a 30% chance to generate a charge if at least one target is hit. Arcane Barrage Consumes all charges. Arcane Barrage's damage is increased by 24%25% per charge, and it hits 1 additional nearby target per charge for 50% damage. Stacks up to 6 times and lasts 10 sec.

Arcane Missiles: Launches five waves of Arcane Missiles at the enemy over 2 sec, causing 379 (+ 28.5% of SpellPower) Arcane damage per wave. Generates an Arcane Charge. Arcane Missiles' damage is increased by 24%25% per Arcane Charge. Arcane Missiles has a chance to be activated after each of your damaging spell casts. Limit 2 charges.

Fingers of Frost: Your successful Frostbolts, Frostfire Bolts and Frozen Orb hits have a 12%15% chance, your Blizzard ticks have a 4%5% chance, and your successful Scorches have a 9%10% chance to grant you the Fingers of Frost effect. The Fingers of Frost effect causes your next Ice Lance or Deep Freeze to act as if your target were frozen, and increases Ice Lance damage by 25% for 15 sec. Limit 2 charges.

Frostbolt: Launches a bolt of frost at the enemy, causing 1145 to 1457 (+ 125%1420 to 1806 (+ 155% of SpellPower) Frost damage and slowing movement speed by 50% for 15 sec. Also causes the target to take an additional 5% damage from your Frostbolt and Ice Lance, and your Water Elemental's Waterbolt, and Water Jet, stacking up to 3 times.

Inferno Blast: Blasts the enemy for 572 to 677 (+ 60% of SpellPower) Fire damage, and is guaranteed to critical strike. Upon impact, it spreads any $?s89926&s44457Pyroblast, Ignite, and Combustion effects to up to 23 nearby enemy targets within 10 yards. $?s89926&s114923Replaces Fire Blast.

Mastery: Ignite: Your target burns for an additional 0% over 4 sec of the total direct damage caused by your Fireball, Frostfire Bolt, Inferno Blast, Scorch, and Pyroblast. If this effect is reapplied, any remaining damage will be added to the new Ignite.

Summon Water Elemental: Summon a Water Elemental to fight for the caster. Casting Frostbolt on your Water Elemental will heal it for 1511 (+ 145.2% of SpellPower).1613 (+ 155% of SpellPower).

Glyphs

Glyph of Blink: Increases the distance you travel with the Blink spell by 5 yards. Also increases your movement speed during Blazing Speed by an additional 50%.

: Your Evocation ability also causes you to regain 60% of your health over its duration. With the Invocation talent, you instead gain 40%20% of your health upon completing an Evocation. With the Rune of Power talent, you gain 1% of your health per second while standing in your own Rune of Power.

Seal of Truth: Fills you with Holy Light, causing melee attacks to deal 12% additional Holy damageweapon damage as Holy and apply Censure to the target.

Talents and Specialization

Eternal Flame: Consumes up to 3 Holy Power to place a protective Holy flame on a friendly target, which heals them for 5240 to 5837 (+ 49% of SpellPower) and an additional 508 (+ 5.85% of SpellPower) every 3 sec for 30 sec. Healing increased per charge of Holy Power. The heal over time is increased by 100% if used on the Paladin. Replaces Word of Glory.

Hand of Purity: Places a Hand on the friendly target, reducing the damage ofdamage taken by 10% and damage from harmful periodic effects by an additional 70% for 6 sec. Players may only have one Hand on them per Paladin at any one time.

Repentance: Puts the enemy target in a state of meditation, incapacitating them for up to 1 min. Any damage from sources other than Censure will awaken the target. Usable against Demons, Dragonkin, Giants, Humanoids and Undead.

Light of Dawn: Consumes up to 3 Holy Power to emanate a wave of healing energy, healing up to 6 of the most injured targets in your party or raid within 30 yards for 1550 to 1725 (+ 14.4%1627 to 1812 (+ 15.2% of SpellPower) per charge of Holy Power.

Mastery: Illuminated Healing: Your direct healing spells also place an absorb shield on your target for 0% of the amount healed lasting 15 sec. Does not trigger from healing caused by Beacon of Light.

Divine Star: Fires a Divine Star in front of you, traveling 24 yds, causing 2528 to 4211 (+ 32.5%3538 to 5895 (+ 45.5% of SpellPower) Divine damage to all enemies and 2528 to 4211 (+ 32.5%5897 to 9826 (+ 75.8% of SpellPower) healing to all allies within 6 yds of its path. After reaching its destination it will return to you, also dealing damage and healing to all targets in its path.

Divine Star: Fires a Divine Star in front of you, traveling 24 yds, causing 2528 to 4211 (+ 32.5%3538 to 5895 (+ 45.5% of SpellPower) Spellshadow damage to all enemies and 2528 to 4211 (+ 32.5%5897 to 9826 (+ 75.8% of SpellPower) healing to all allies within 6 yds of its path. After reaching its destination it will return to you, also dealing damage and healing to all targets in its path.

Talents and Specialization

Angelic Feather: Place a feather at the target location. If allies walk through it, they gain 60% increased movement speed for 46 sec. Only 3 feathers can be placed at one time. Accumulates an additional charge once every 10 sec.

Body and Soul: When you cast Power Word: Shield or Leap of Faith, you increase the target's movement speed by 60% for 43 sec.

Divine Star: Fires a Divine Star in front of you, traveling 24 yds, causing 2528 to 4211 (+ 32.5%3538 to 5895 (+ 45.5% of SpellPower) Divine damage to all enemies and 2528 to 4211 (+ 32.5%5897 to 9826 (+ 75.8% of SpellPower) healing to all allies within 6 yds of its path. After reaching its destination it will return to you, also dealing damage and healing to all targets in its path.

Dominate Mind: Controls a mind up to level 4 for 30 sec. Does not work versus Mechanical beings.

Divine Aegis: Critical heals and all heals from Prayer of Healing create a protective shield on the target, absorbing 30%50% of the amount healed. Lasts 15 sec.

Focused Will: Whenever you are victim of any damage greater than 10% of your total health or critically hit by any non-periodic attack, you gain Focused Will reducing all damage taken by 10%15% lasting for 8 sec. Stacks up to 2 times.

Rapture: Removes the cooldown on Power Word: Shield. In addition, when your Power Word: Shield is completely absorbed or dispelled you are instantly energized with mana equal to 200%250% of your Spirit (excluding short - duration Spirit bonuses). This effect can only occur once every 12 sec.

Glyphs

Glyph of Holy Fire: Increases the range of your Holy Fire, spell is now instant.Smite, and Power Word: Solace spells by 10 yards.

Glyph of Holy Nova: Teaches you the ability Holy Nova. Causes an explosion of holy light around the caster, causing <Unknown value - The spell referenced no longer exists>307 to 356 (+ 14.3% of SpellPower) Holy damage to all enemy targets within <Unknown value - The spell referenced no longer exists>10 yards and healing up to 5 targets within 10 yards for 2373 to 2756 (+ 24.7% of SpellPower). Healing is divided among the number of targets healed. These effects cause no threat.

Burst of Speed: Increases movement speed by 70% for 4 sec If you are afflicted by any movement-impairing effects, activating this ability will instead remove any such effects and grant immunity to their re-application for 4 sec.and removes any movement-slowing effects. Does not break stealth.

Nerve Strike: A successful Kidney Shot or Cheap Shot also reduces the damage dealt by the target by 50% and healing done by the target by 25% for 6 seconds after the effect fades.

Shadow Focus: Abilities no longer costcost 75% less Energy while you are stealthed.

Shuriken Toss: A ranged attack that deals 1246 Physical damage to an enemy target.This damage is doubledtarget. If the enemy is farther than 10 yards away, this damage is doubled and your autoattacks will be replaced with shuriken for the next 10 sec, granting them a 30 yd range. Awards 1 combo point. Replaces Throw.

: Summons an Air Totem with 5 health at the feet of the caster, empowering allies within 3040 yards with lightning. While empowered, allies' spells and attacks will trigger bursts of electricity, dealing additional Nature damage to their target. Lasts 10 sec.

Talents and Specialization

Ancestral Swiftness: Your next Nature spell with a base casting time less than 10 sec. becomes an instant cast spell. Passive: Increases spell haste by 5% and melee haste by 5%10%.

Echo of the Elements: When one of your spells causes direct damage or healing, you have a chance to gain Echo of the Elements, duplicating that spell's effect.

Elemental Blast: Harness and direct the raw power of the elements towards an enemy target, dealing 4372 to 5079 (+ 211.2% of SpellPower) Elemental damage and increasing the caster's Critical$?c2 Strike, Haste, or Mastery by 0 for 8 sec.

Totemic Persistence: When a totem is replaced or destroyed before its duration expires naturally, its cooldown is reduced in proportion to the lost duration, up to a maximum of 50% of the full cooldown.

Mental Quickness: Your spell power is now equal to 55% of your attack power, and you no longer benefit from other sources of spell power. Your instant beneficial, damaging, and totem spells cost 75% less mana. Your melee attacks have a 40% chance to immediately restore 5% of your mana.

Restorative Waves: Increases the effectiveness of your healing spells by 25%, and the healing done by your Water totems by an additional 50%. In addition, heals you cast increase allies' maximum health by 10% of the amount healed, up to a maximum of 10% of their health.

Shamanism: Increases the damage of Lightning Bolt by 50% and Chain Lightning by 70%, reduces the casting time of both spells by 0.5 sec, and removes the cooldown from Chain Lightning.

Glyphs

Glyph of Flame Shock: Increases the duration of your Flame Shock by 25%, but reduces the initial damage dealt by 25%.When you Flame Shock deals damage, it heals you for 30% of the damage dealt.

: Binds the target in demonic energy, reducing physical damage by 20%10% and increasing the casting time of all spells by 50% (25% on player targets) for 30 sec. Less effective on dungeon and raid bosses. Curses A Warlock can only have one Curse active per target.

Blood Pact: Increases your armor by 2603Reduces damage taken by 10%, total health by 10% and the amount of health generated through spells and effects by 10%.

: Grants your Felhunter the ability to cast Spell Lock. Spell LockSpecial Ability40 yd rangeInstant24 sec cooldownSilences the enemy for 3 sec. If used on a casting target, it will counter thecooldownCounters an enemy's spellcast, preventing any spell from that school of magic from being cast for 6 sec.

Unstable Affliction: Shadow energy slowly destroys the target, causing 1792 (+ 24% of SpellPower) damage over 14 sec. If the Unstable Affliction is dispelled it will cause (256 ( + 24% of SpellPower) * 78) damage to the dispeller and silence them for 4 sec. This damage always critically strikes.

Talents and Specialization

Blood Horror: Instantly strike fear in the enemy, causing it to flee for up to 20 sec. Replaces Fear.While active, any time an enemy melee attack deals damage to the caster they will become afflicted by Fear. 1 charge. Lasts 1 min.

Burning Rush: Drains 4% of your maximum health per second to increase your movement speed by 50%. During Burning Rush, movement-impairing effects may not reduce you below 100% of normal movement speed. Lasts until cancelled.

Grimoire of Sacrifice: You sacrifice your demon to gain one of its abilities, increase the power of many of your single target spells by $?c0$?c0 and regenerate 2% of maximum health every 5 sec. Lasts for 1 hour. Summoning another demon cancels the effect.

Grimoire of Service: Instantly summon a second demon, who fights for 20 sec. The demon will instantly use one of their special abilities when summoned: Grimoire: Imp: Immediately cleanses a hostile magic effect from their master. Grimoire: Voidwalker Immediately taunts their target when summoned. Grimoire: Succubus Immediately seduces their target if it is Humanoid. Grimoire: Felhunter Immediately interrupts their target when summoned.$?c2

Harvest Life: Drains the life from all enemies within 15 yards of the target, causing 187 (+ 17.5% of SpellPower) + $SP * 0.25) Shadow damage and restoring 3-4.5% of the caster's total health every 1 sec. Lasts 6 sec. Replaces Drain Life.$?a104315&!a54879Sacrificial Pact: Your demon sacrifices half25% of its current health to shield its master for 200%400% of the sacrificed health. Lasts 20 sec. If you have no demon, your health is sacrificed instead. Can be cast while suffering from control impairing effects.

Mastery: Master Demonologist: Increases the damage done by your demon servants by 0.00%. Increases the damage you deal in caster form by 0.00%. Increases the damage you deal while in Metamorphosis form by 0.00%..

: While using Metamorphosis, your Curse of the Elements and Curse of Enfeeblement become auras. Aura of the Elements Curses all targets within 20 yards, increasing magic damage taken by 5%. Aura of Enfeeblement Binds all enemies within 20 yards in demonic energy, reducing physical damage by 20%10% and increasing the casting time of all spells by 50%.

Unstable Affliction: Shadow energy slowly destroys the target, causing 1792 (+ 24% of SpellPower) damage over 14 sec. If the Unstable Affliction is dispelled it will cause (256 ( + 24% of SpellPower) * 78) damage to the dispeller and silence them for 4 sec. This damage always critically strikes.

Glyphs

: Requires Demonology. Teaches you the ability Dark Apotheosis. Dark Apotheosis You imbue yourself with demonic energies, reducing physical damage taken by 10.00%, reduces magic damage taken by 15%, and allows the use of various demonic abilities. In addition, Soulshatter becomes Provocation which taunts your target, Twilight Ward becomes Fury Ward which will absorb all schools of damage, and Shadow Bolt becomes Demonic Slash, and Fear becomes Sleep.

Glyph of Drain Life: Increases your maximum Soul Shards by 1. the healing of your Drain Life by 30%.

Glyph of Ember Tap: Increases your maximum Burning Embers by 1.Ember Tap heals you for an additional 5% of your health, but the health is restored over 10 sec.

: $?c0Glyph of Unstable Affliction: When Unstable Affliction is removed, it instantly deals critical damage to both the target and the dispeller, but no longer silences.Reduces the cast time of Unstable Affliction by 25%.

Impending Victory: Instantly attack the target causing 1246 (+ 100% of SpellPower) damage and healing you for 10%15% of your maximum health. Killing an enemy that yields experience or honor resets the cooldown of Impending Victory and causes your next Impending Victory to heal for 20% of your maximum health. Replaces Victory Rush.

: Throw down a war banner at your feet that increases the critical damage of party or raid members within 3040 yards of the banner by 20%. Lasts 10 sec. You can Intervene to your war banner.

Talents and Specialization

Impending Victory: Instantly attack the target causing 1246 (+ 100% of SpellPower) damage and healing you for 10%15% of your maximum health. Killing an enemy that yields experience or honor resets the cooldown of Impending Victory and causes your next Impending Victory to heal for 20% of your maximum health. Replaces Victory Rush.

Second Wind: Whenever you are below 35% health, you regenerate 3% health per second. Whenever you are struck by a Stun or Immobilize effect, you generate 2015 Rage over 10 sec.

Shockwave: Sends a wave of force in a frontal cone before you, causing (75 / 100 * AP) damage and stunning all enemy targets within 10 yards for 4 sec. Causing damage to 3 or more targets lowers the cooldown of the next Shockwave by 20 sec.

Storm Bolt: Hurl your weapon at an enemy, causing 100%125% weapon damage and stunning the target for 3 sec. Deals an additional 300%375% weapon damage to targets that are permanently immune to stuns.

Warbringer: Your Charge also knocks a target to the ground, and stunsstunning it for 3 sec and reducing movement speed by 50% for 15 sec.

Bloodsurge: Your Bloodthirst hits have a 101% chance of lowering the global cooldown to 1 sec and reducing the Rage cost by 2030 of your next 3 Wild Strikes.

: Instantly overpower the enemy causing 105% weapon damage. Cannot be blocked, dodged or parried. Overpower has a 60% increased chance to be a critical strike. Only usable after the target dodges.Overpower is activated by Taste for Blood.

Revenge: Instantly attack an enemy and two additional enemies for 3366 to 41128413 to 10281 (+ 100% of SpellPower) damage. A successful dodge or parry will reset the cooldown on Revenge. Generates 15 Rage in Defensive Stance.

Titan's Grip: Allows you to dual-wield a pair of two-handed weapons. Cannot be combined with wielding staves or polearms.

Unwavering Sentinel: Increases your total Stamina by 15%. Reduces the chance you will be critically hit by melee attacks by 6%. Increases your armor value from items by 25%. Increases the damage reduction of Defensive Stance by 10%. Reduces the Rage cost of Thunder Clap by 100%.

Arcane Blast: Blasts the target with energy, dealing 12488 to 14512 Arcane damage. Each time you cast Arcane Blast, the damage of all Arcane spells is increased by 24%25% and mana cost of Arcane Blast is increased by 125%75%. Effect stacks up to 6 times and lasts 10 sec or until any Arcane damage spell except Arcane Blast is cast.

Arcane Blast: Blasts the target with energy, dealing Arcane damage. Each time you cast Arcane Blast, the damage of all Arcane spells is increased by 24%25% and mana cost of Arcane Blast is increased by 125%75%. Effect stacks up to 6 times and lasts 10 sec or until any Arcane damage spell except Arcane Blast is cast.

Arcane Blast: Blasts the target with energy, dealing 650 to 755 (+ 100.8% of SpellPower) Arcane damage. Generates an Arcane Charge. Arcane Blast's damage is increased by 24%25% per Arcane Charge, and its mana cost is increased by 125%75% per Arcane Charge.

Arcane Blast: Blasts the target with energy, dealing Arcane damage. Each time you cast Arcane Blast, the damage of all Arcane spells is increased by 24%25% and mana cost of Arcane Blast is increased by 125%75%. Effect stacks up to 6 times and lasts 10 sec or until any Arcane damage spell except Arcane Blast is cast.

Arcane Charge: An arcane charge, generated by Arcane Blast, Arcane Missiles, and Arcane Explosion, and consumed by Arcane Barrage: Arcane Blast Generates a charge. Arcane Blast's damage is increased by 24%25% per charge, and its mana cost increased by 125%75% per charge. Arcane Missiles Generates a charge. Arcane Missiles' damage is increased by 24%25% per charge. Arcane Explosion Refreshes charges and has a 30% chance to generate a charge if at least one target is hit. Arcane Barrage Consumes all charges. Arcane Barrage's damage is increased by 24%25% per charge, and it hits 1 additional nearby target per charge for 50% damage. Stacks up to 6 times and lasts 10 sec.

Condescending Remark: The Underminer puts down his enemy, proving that words do in fact hurt, inflicting 23750 to 26250%26250 Physical damage and increasing damage taken by 20% for 12 sec.

Conflagration: Sets an enemy aflame, inflicting 10% of maximum health as Fire damage every 1 sec and sending it into a state of panic for 4 sec. While the target is affected, the flames periodically scorch its nearby allies for 150 damage as well.

Consuming Terror: Inflicts 126750 to 13325087750 to 92250 Shadow damage and fears enemies in a 0 yard cone in front of the caster.

Cry of Terror: Inflicts 26325 to 2767519500 to 20500 Shadow damage to all allies every 2 sec.

Darkzone: Reduces damage and speed of all enemies within 10 yards by 25% for until cancelled.

Darkzone: Reduces damage and speed of all enemies within 010 yards by 25% for 15 sec.

Decapitate: Inflicts 61750 to 68250 Physical damage to enemies in a frontal cone.

Gored: Stab at the current target with horns, knocking them back and inflicting 23750 Physical damage. Inflicts an additional 3325 Physical damage every 2 sec. for 10 sec. This effect stacks.

Healing Sphere: You form a Healing Sphere out of healing mists at the target location for 31 min. If allies walk through it, they consume the sphere, healing themselves for 9986. Maximum of 3 Healing Spheres can be active by the Monk at any given time. If the Healing Sphere expires before being used, an ally nearby within 6 yards of the sphere will be healed for 50% of the effect.

Healing Sphere: You form a Healing Sphere out of healing mists at the target location for 31 min. If allies walk through it, they consume the sphere, healing themselves for 9986. Maximum of 3 Healing Spheres can be active by the Monk at any given time. If the Healing Sphere expires before being used, an ally nearby within 6 yards of the sphere will be healed for 50% of the effect.

Healing Touch: Heals one of the most injured nearby friendly targets for 2134 to 2519 (+ 21.5% of SpellPower).3201 to 3779 (+ 32.3% of SpellPower).

Heated Pokers: Heat up a pair of red-hot pokers, inflicting 46250 to 5375060125 to 69875 Fire damage on melee attack.

Hypothermia: As a side-effect of exposure to intense cold, the caster cannot Ice Block again for 30 sec.

Ice Beam: Inflicts Frost damage to an enemy and reduces its movement speed for 6 sec.

Illuminated Healing: Your healing spells also place an absorb shield on your target for a percentage of the amount healed. The shield lasts 15 sec and the amount of the absorb is increased by Mastery. Does not trigger from healing caused by Beacon of Light.

Wrath: Causes 61750 to 6825047500 to 52500 Nature damage to the target.

Wrath of the Light: Inflicts 60% of the target's health as Holy damage to enemies in the impact area.

Uncategorized

This section has not been analyzed extensively by our team but is included for people interested in seeing what has changed in these areas.View changes

+1 Tigereye Brew: For each 43 Chi you consume through use of abilities and attacks, you gain a charge of Tigereye Brew. Use Tigereye Brew to consume the charges, granting you 1.00% increased damage for 15 sec. Tigereye Brew can stack up to 10 times.20 times, but can only consume up to 10 stacks at a time for 10.00% increased damage.

Evocation: Gain 15% of your total mana $?s56380&!s11400340%20% of your total health upon completion]Afterlife: You form a Healing Sphere out of healing mists at the target location for 31 min. If allies walk through it, they consume the sphere, healing themselves for 9986. Maximum of 3 Healing Spheres can be active by the Monk at any given time. If the Healing Sphere expires before being used, an ally nearby within 6 yards of the sphere will be healed for 50% of the effect.

Angelic Feather: Place a feather at the target location. If allies walk through it, they gain 60% increased movement speed for 46 sec. Only 3 feathers can be placed at one time. Accumulates an additional charge once every 10 sec.

Arcane Missiles: Launches five waves of Arcane Missiles at the enemy over 2 sec, causing 379 (+ 28.5% of SpellPower) Arcane damage per wave. Generates an Arcane Charge. Arcane Missiles' damage is increased by 24%25% per Arcane Charge. Arcane Missiles has a chance to be activated after each of your damaging spell casts. Limit 2 charges.

: Binds all enemies within 20 yards in demonic energy, reducing physical damage by 20%10% and increasing the casting time of all spells by 50% (25% on player targets). Lasts 30 sec. Less effective on dungeon and raid bosses. Curses A Warlock can only have one Curse active per target.

: Binds all enemies within 20 yards in demonic energy, reducing physical damage by 20%10% and increasing the casting time of all spells by 50% (25% on player targets). Lasts 30 sec. Less effective on dungeon and raid bosses. Curses A Warlock can only have one Curse active per target.

Chaos Wave: Hurls a wave of chaos to strike the target and all enemies within 6 yards, dealing 1602 (+ 175%1068 (+ 116.7% of SpellPower) Chaos damage and reducing movement speed by 30% for 6 sec.

Chaos Wave: Hurls a wave of chaos to strike the target and all enemies within 6 yards, dealing 1602 (+ 175%1068 (+ 116.7% of SpellPower) Chaos damage and reducing movement speed by 30% for 6 sec.

Chaos Wave: Hurls a wave of chaos to strike the target and all enemies within 6 yards, dealing 1602 (+ 175%1068 (+ 116.7% of SpellPower) Chaos damage and reducing movement speed by 30% for 6 sec.

Chaos Wave: Hurls a wave of chaos to strike the target and all enemies within 6 yards, dealing 1602 (+ 175%1068 (+ 116.7% of SpellPower) Chaos damage and reducing movement speed by 30% for 6 sec.

Cheap Shot: Inflicts normal damage plus 45 to 51 on an enemy, stunning it for 5 sec. when attacking from stealth.

: You summon a torrent of Chi energy and hurl it at the target, dealing 138 to 413276 to 827 Nature damage to all enemies, and 325 to 972649 to 1944 healing to all allies in its path. Chi Burst will always heal the Monk. While casting Chi Burst, you continue to dodge, parry, and auto-attack.

: Torpedo a distance in front of you, dealing 1671 to 19411914 to 2224 Nature damage to all enemies and 8408 healing to all allies in your path. Chi Torpedo replaces Roll.

: You and the target charge each other, meeting halfway then stunning all targets within 6 yards for 4 sec.

: You and the target charge each other, meeting halfway then stunning all targets within 6 yards for 4 sec.

: You and the target charge each other, meeting halfway then stunning all targets within 6 yards for 4 sec.

War Boat Cosmetics: Cluster rockets explode, dealing damage to all enemies in a small area.

Combo Breaker: Blackout Kick: Grants a 0% chance for Jab to cause your next Tiger Palm to cost no Chi, or your next Blackout Kick to cost no Chi.an additional 0.00% damage per Tigereye Brew stack.

Combo Breaker: Tiger Palm: Grants a 0% chance for Jab to cause your next Tiger Palm to cost no Chi, or your next Blackout Kick to cost no Chi.an additional 0.00% damage per Tigereye Brew stack.

Consume Amber: Absorb a nearby pool of Burning Amber, formed from a dissolved Living Amber. This bolsters your mutated form, increasing current and maximum health by 2000000100000, but also restores Willpower.

Corrupted Dissonance Field: Deals 42900 to 45100 damage every 1 second to all enemies. Will discharge for 139425 to 14657597500 to 102500 damage when depleted of resonance.

Crackling Jade Lightning: Channels Jade lightning at the target, causing 1182 Nature damage over 6 sec. When dealing damage, you have a 35%30% chance to generate 1 Chi. If the enemy attacks you within melee range while victim to Crackling Jade Lightning, they are knocked back a short distance. This effect has an 8 sec cooldown.

: Channels Jade lightning at the target, causing 1182 Nature damage over 6 sec. When dealing damage, you have a 35%30% chance to generate 1 Chi. If the enemy attacks you within melee range while victim to Crackling Jade Lightning, they are knocked back a short distance. This effect has an 8 sec cooldown.

Crackling Jade Shock: Channels Jade lightning at the target, causing 1182 Nature damage over 6 sec. When dealing damage, you have a 35%30% chance to generate 1 Chi. If the enemy attacks you within melee range while victim to Crackling Jade Lightning, they are knocked back a short distance. This effect has an 8 sec cooldown.

Cry of Terror: Inflicts 29250 to 307509750 to 10250 Shadow damage to all allies every 2 second.

: Binds the target in demonic energy, reducing physical damage by 20%10% and increasing the casting time of all spells by 50% (25% on player targets) for 30 sec. Less effective on dungeon and raid bosses. Curses A Warlock can only have one Curse active per target.

: You imbue yourself with demonic energies, reducing physical damage taken by 10.00%, reduces magic damage taken by 15%, and allows the use of various demonic abilities. In addition, Soulshatter becomes Provocation which taunts your target, Twilight Ward becomes Fury Ward which will absorb all schools of damage, and Shadow Bolt becomes Demonic Slash, and Fear becomes Sleep.

Holy Spark: When you cast Power Word: Shield on a target, the target's PvP Resilience is increased by 0 for 4 sec.

Diamond Soul: When you cast Power Word: Shield on a target, the target's PvP Resilience is increased by 0 for 4 sec.

Dispatch: Inflicts 61262 to 6873728275 to 31725 Physical damage to an enemy.

Dissonance Field: Deals 19500 to 20500 damage every 1 second to nearby enemies. Will discharge for 139425 to 14657597500 to 102500 damage when depleted of resonance.

Divine Star: Fires a Divine Star in front of you, traveling 24 yds, causing 2528 to 4211 (+ 32.5%3538 to 5895 (+ 45.5% of SpellPower) Spellshadow damage to all enemies and 2528 to 4211 (+ 32.5%5897 to 9826 (+ 75.8% of SpellPower) healing to all allies within 6 yds of its path. After reaching its destination it will return to you, also dealing damage and healing to all targets in its path.

Divine Star: Fires a Divine Star in front of you, traveling 24 yds, causing 2528 to 4211 (+ 32.5%3538 to 5895 (+ 45.5% of SpellPower) Divine damage to all enemies and 2528 to 4211 (+ 32.5%5897 to 9826 (+ 75.8% of SpellPower) healing to all allies within 6 yds of its path. After reaching its destination it will return to you, also dealing damage and healing to all targets in its path.

Down Draft: Ji-Kun flaps her wings violently, sending all enemies on her platform outward for 8 sec

Ebonsteel Belt Buckle: Permanently attach an ebonsteel belt buckle onto a belt, adding a socket to the belt. Attaching the belt buckle causes the item to become soulbound. Cannot be used on items level 416417 or higher.

Fingers of Frost: Your successful Frostbolts, Frostfire Bolts and Frozen Orb hits have a 12%15% chance, your Blizzard ticks have a 4%5% chance, and your successful Scorches have a 9%10% chance to grant you the Fingers of Frost effect. The Fingers of Frost effect causes your next Ice Lance or Deep Freeze to act as if your target were frozen, and increases Ice Lance damage by 25% for 15 sec. Limit 2 charges.

Fingers of Frost: Your successful Frostbolts, Frostfire Bolts and Frozen Orb hits have a 12%15% chance, your Blizzard ticks have a 4%5% chance, and your successful Scorches have a 9%10% chance to grant you the Fingers of Frost effect. The Fingers of Frost effect causes your next Ice Lance or Deep Freeze to act as if your target were frozen, and increases Ice Lance damage by 25% for 15 sec. Limit 2 charges.

Focused Will: Whenever you are victim of any damage greater than 10% of your total health or critically hit by any non-periodic attack, you gain Focused Will reducing all damage taken by 10%15% lasting for 8 sec. Stacks up to 2 times.

Food: Heals 294 damage over 21 sec, assuming you don't bite down on a poison sac.

Force of Nature: Summons 3 treants to attack and root enemy targets for 15 sec. Each Treant will cast Wrath for 1544 to 1740 (+ 30% of SpellPower) Nature damage every 2 sec.

Force of Nature: Summons 3 treants that heal nearby friendly targets for 15 sec. Each treant will heal for 3201 to 3779 (+ 32.3% of SpellPower) every 3 sec.

: Launches a bolt of frost at the enemy, causing 1145 to 1457 (+ 125%1420 to 1806 (+ 155% of SpellPower) Frost damage and slowing movement speed by 50% for 15 sec. Also causes the target to take an additional 5% damage from your Frostbolt and Ice Lance, and your Water Elemental's Waterbolt, and Water Jet, stacking up to 3 times.

Frostflake Snare: Place a frost trap that creates an ice slick around itself for 30 sec when the first enemy approaches it. All enemies within 10 yards will be slowed by 50% while in the area of effect. Trap will exist for 1 min.The removal of Frostflake deals Frost damage equal to 25% of the target's maximum health, and creates a patch of frost on the ground that reduces the movement speed of all who enter it by 50%.

Gathering Speed: The Dread Spawn periodically gains 100% movement speed. This effect can stack up to 35 times, but is reset when a new Champion of the Light is chosen.

Gift of the Serpent: You form a Healing Sphere out of healing mists at the target location for 31 min. If allies walk through it, they consume the sphere, healing themselves for 9986. Maximum of 3 Healing Spheres can be active by the Monk at any given time. If the Healing Sphere expires before being used, an ally nearby within 6 yards of the sphere will be healed for 50% of the effect.

: Your Evocation ability also causes you to regain 60% of your health over its duration. With the Invocation talent, you instead gain 40%20% of your health upon completing an Evocation. With the Rune of Power talent, you gain 1% of your health per second while standing in your own Rune of Power.

Glyph of Word of Glory: Increases your damage by 3% per Holy Power spent after you cast Word of Glory or Eternal Flame. Lasts 6 sec.

Grimoire: Felguard: Summons a Felguard who attacks the target for 22 sec20. Felguard will stun their target when summoned.

Grimoire: Felhunter: Summons a Felhunter who attacks the target for 22 sec20. Felhunters will Spell Lock their target when summoned.

Grimoire: Imp: Summons an Imp who attacks the target for 20 sec. Imps cast ranged Firebolts and cleanse a hostile magic effect from their master.

Grimoire: Succubus: Summons a Succubus who attacks the target for 22 sec20. Succubi will seduce their target if it is Humanoid.

Grimoire: Voidwalker: Summons a Voidwalker who attacks the target for 22 sec20. Voidwalkers will taunt their target when summoned.

: Drains the life from all enemies within 15 yards of the target, causing 187 (+ 17.5% of SpellPower) + $SP * 0.25) Shadow damage and restoring 3-4.5% of the caster's total health every 1 sec. Lasts 6 sec. Replaces Drain Life.$?a104315&!a54879: Drains the life from all enemies within 15 yards of the target, causing 187 (+ 17.5% of SpellPower) + $SP * 0.25) Shadow damage and restoring 3-4.5% of the caster's total health every 1 sec. Lasts 6 sec. Replaces Drain Life.$?a104315&!a54879Healing Elixirs: Every 18 sec, you gain Healing Elixirs, causing your next Brew or Tea to also heal you for 10%15% of your total health.

: You form a Healing Sphere out of healing mists at the target location for 31 min. If allies walk through it, they consume the sphere, healing themselves for 9986. Maximum of 3 Healing Spheres can be active by the Monk at any given time. If the Healing Sphere expires before being used, an ally nearby within 6 yards of the sphere will be healed for 50% of the effect.

Heart of the Wild: Increases Stamina, Agility, and Intellect by 6% at all times. When activated, dramatically improves the Druid's ability to perform roles outside of Balance specialization for 45 sec. Grants the following benefits in the listed roles: Guardian While in Bear Form, Agility, Expertise, Hit Chance, and armor bonuses increased, Vengeance granted, and chance to be hit by melee critical strikes reduced. Feral While in Cat Form, Agility, Hit Chance, and Expertise increased. Restoration Healing increased and mana cost of all healing spells reduced by 100%.

Heart of the Wild: Increases Stamina, Agility, and Intellect by 6% at all times. When activated, dramatically improves the Druid's ability to perform roles outside of Feral specialization for 45 sec. Grants the following benefits in the listed roles: Guardian While in Bear Form, Agility, Expertise, Hit Chance, and armor bonuses increased, Vengeance granted, and chance to be hit by melee critical strikes reduced. Restoration Healing increased and mana cost of all healing spells reduced by 100%. Balance Spell Damage and Hit Chance increased. Mana cost of all damage spells reduced by 100%.

Heart of the Wild: Increases Stamina, Agility, and Intellect by 6% at all times. When activated, dramatically improves the Druid's ability to perform roles outside of Guardian specialization for 45 sec. Grants the following benefits in the listed roles: Feral While in Cat Form, Agility, Hit Chance, and Expertise increased. Restoration Healing increased and mana cost of all healing spells reduced by 100%. Allows Rejuvenation to be cast while shapeshifted. Balance Spell Damage and Hit Chance increased. Mana cost of all damage spells reduced by 100%.

Heart of the Wild: Increases Stamina, Agility, and Intellect by 6% at all times. When activated, dramatically improves the Druid's ability to perform roles outside of Restoration specialization for 45 sec. Grants the following benefits in the listed roles: Guardian While in Bear Form, Agility, Expertise, Hit Chance, and armor bonuses increased, Vengeance granted, and chance to be hit by melee critical strikes reduced. Feral While in Cat Form, Agility, Hit Chance, and Expertise increased. Balance Spell Damage and Hit Chance increased. Mana cost of all damage spells reduced by 100%.

Heated Pokers: Heat up a pair of red-hot pokers, inflicting 46250 to 5375060125 to 69875 Fire damage on melee attack.

Heavy Metal: Everything's heavy for a gnome. Increases construction rate by 100% of base for 1 min. (seconds. (Stacks up to 3 times.)

Inferno Blast: Blasts the enemy for 572 to 677 (+ 60% of SpellPower) Fire damage, and is guaranteed to critical strike. Upon impact, it spreads any $?s89926&s44457Pyroblast, Ignite, and Combustion effects to up to 23 nearby enemy targets within 10 yards. $?s89926&s114923Replaces Fire Blast.

: Reduces the cooldown of Evocation to 10 sec, but you passively regenerate 50% less manaRemoves Evocation's cooldown and reduces its channel period and duration by 50%. Completing an Evocation causes you to deal 25%15% increased spell damage, for 40 sec.but passively regenerate 50% less mana, for 1 min.

Item - Priest T12 Shadow 2P Bonus: While you are in Shadowform, your Shadowfiend or Mindbender deals 20% additional damage as Fire damage, and its cooldownthe cooldown on Shadowfiend and Mindbender is reduced by 40%.

: You can cast and channel while moving for 6 sec. Passive: You can cast and channel while moving, but each cast reduces your movement speed by 15%, stacking up to 2 times. This effect is disabled while on cooldown.$esc119049

Kor'kron Elite: Increases PvP Power by 100005000. Only usable in Pandaria.

: The caster is surrounded by 9 balls of lightninga reactive lightning barrier. When a spell, melee or ranged attack hits the caster, the attacker will be struck for 402 Nature damage. This expends one lightning ball. Only one ball will fireeffect may only occur once every few seconds. Lasts 10 min. Only one of your Elemental Shields can be active on a target at any one time.once.

Luciferase: The caster hurls a glob of Luciferase at a random target. The caustic nature of the Luciferase inflicts 142500 to 157500 Nature damage to the victim.

Mass Regeneration: Converts up to 200220 Rage per second into health for until cancelled, at the rate of 60% max health gained per 200220 Rage consumed.

Morph: By eating enough nutrients, hatchlings mature into young adults.

Narrow Escape: When you Disengage, you also activate a web trap which encases all targets within 8 yards in sticky webs, preventing movement for 8 sec.until cancelled.

Narrow Escape: When you Disengage, you also activate a web trap which encases all targets within 8 yards in sticky webs, preventing movement for 8 sec.

Necrotic Plague: Infests the target with a deadly plague, causing 150000 Shadow damage every 5 sec for 15 sec. If the target dies while afflicted or the effect ends, this effect will gain an additional stack and jump to a nearby unit. If this effect is dispeleddispelled, it will lose a stack and jump to a nearby unit. Whenever this effect jumps, The Lich King's power will increase.

Nerve Strike: A successful Kidney Shot or Cheap Shot also reduces the damage dealt by the target by 50% and healing done by the target by 25% for 6 seconds after the effect fades.

Quills: The caster flings feather quills at all targets within 500 yards for 135000 to 165000 Physical damage every 2 seconds.

: Calls down a fiery rain to burn enemies in the area of effect for (160 ( + 15% of SpellPower) * 8) Fire damage over 8 sec. Deals 50% additional damage if the target is immolated.

: When your Power Word: Shield is completely absorbed or dispelled you are instantly energized with mana equal to 200%250% of your Spirit. This effect can only occur once every 12 sec.

Ravage: Deals 85500 to 94500 Physical damage, split between all enemies within 04 yards of the target.

Renewing Mist: You surround the target with healing mists, restoring 2266 (+ 10.7% of SpellPower) health every 2 sec for 18 sec. Generates 1 Chi. Each time Renewing Mist heals, it also travels to the closest nearby injured party or raid memberfriendly target within 20 yards, up to 2 times.

Rumsey Rum Black Label: Increases Stamina by 15 for 15 min and gets you drunk to boot!Goes down smooth. A strong alcohol.

Rune of Power: Places a Rune of Power on the ground, which lasts for 1 min. While standing in your own Rune of Power, your mana regeneration is increased by 100%75% and your spell damage is increased by 15%. Only 2 Runes of Power can be placed at one time. Replaces Evocation.

Salvation of the Protector: Anduin's magic creates an orb of magic near the center of the platform. When touched, the orb heals the player for 0%22 to 27% and makes the player immune to Shadow magic for 2 sec.

Shadow Focus: Abilities no longer costcost 75% less Energy while you are stealthed.

: Deliver an armor-shattering blow to your enemy, causing 12 damage, reducing armor on the target by 20% for 10 sec or removing any invulnerabilities. Using this ability activates Cat Form.

Shockwave: Sends a wave of force in a frontal cone before you, causing (75 / 100 * AP) damage and stunning all enemy targets within 10 yards for 4 sec. Causing damage to 3 or more targets lowers the cooldown of the next Shockwave by 20 sec.

SI:7 Training: Increases PvP Power by 100005000. Only usable in Pandaria.

Slimed: Intercepting Ji-Kun's food prevents a Feed Pool from forming; but causes the intercepting player to suffer 150000 Nature damage every 3 seconds for 30 sec. This affect stacks.

The Codex of Xerrath: Corrupts all of your Warlock fire spells, infusing them with fel magic.Designer Note: This side effects of this change can be unpredictable. Like inspiring premature forum posts about development spells before the questline is done.

Tigereye Brew: For each 43 Chi you consume through use of abilities and attacks, you gain a charge of Tigereye Brew. Use Tigereye Brew to consume the charges, granting you 1.00% increased damage for 15 sec. Tigereye Brew can stack up to 10 times.20 times, but can only consume up to 10 stacks at a time for 10.00% increased damage.

Toxic Spew: Periodically spewing a toxic substance that inflicts 29250 to 3075019500 to 20500 damage to all enemies in a 12 yard cone.

Unleashed Fury: Increases the enemy target's damage taken from your Lightning Bolt by 30%20%, and from your Lava Burst by 10% for 10 sec.

Unstable Affliction: Shadow energy slowly destroys the target, causing 1792 (+ 24% of SpellPower) damage over 14 sec. If the Unstable Affliction is dispelled it will cause (256 ( + 24% of SpellPower) * 78) damage to the dispeller and silence them for 4 sec. This damage always critically strikes.

: Throw down a war banner within 30 yards to intimidate your enemies or inspire your allies. You can Intervene to your war banner. Choose from among the following effects each time War Banner is used: Demoralizing Banner Decreases the damage dealt by all enemies within 30 yards of the banner by 10%. Lasts 15 sec. Mocking Banner Forces all enemies within 15 yards of the banner to focus attacks on the Warrior for 6 sec. Lasts 30 sec. Skull Banner Increases the critical damage of party or raid members within 3040 yards of the banner by 20%. Lasts 10 sec.

Zen Sphere: Forms a Zen Sphere above the target, healing the target for 126 and dealing 41 Nature damage to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only one Zen Spheretwo Zen Spheres can be summoned at any one time. If the target of the Zen Sphere reaches 35% or lower health or if the Zen Sphere is cast again while active, the Zen Spheredispelled it will detonate, dealing 144 Nature damage and 338 healing to all targets within 10 yards.

Comments

Comment by Ozlem

on Wed, 09 Jan 2013 22:08:14 -0600

So in a nut shell for hunters who want to tame direhorns: no Ancient Tome of Dinomancy, no taming direhorns... touché blizz, touché.

If you want to see them head over to Isle of Giants where you'll get to see many a fancy direhorn (and primal devilsaurs) in all sorts of colour combos... however as mentioned above direhorns can no longer be tamed unless you find Ancient Tome of Dinomancy and learn the skill first.

Prior to this item being introduced a few lucky hunters (all specs) who snuck out of LFR and explored isle of the thunder king managed to find a peachy coloured direhorn and could tame it, so it's likely direhorns aren't exotic spec exclusive however after looking for an hour I have no idea where the taming book could be/drop from. Speculation is it might be a drop from Dohaman the Best Lord, I'm too puny to test this theory by myself xD

Comment by milalyr

on Wed, 09 Jan 2013 22:09:37 -0600

Oooh, am I going to try to keep that Hunter t15 2 set bonus for as long as possible -- big flashbacks to Ragnarok Online!

RE: tome of dinomancy ... PLEASE don't let end up just being some lazily-added rare zone-wide drop. I really despise everything being gated by RNG, because that never ends well for me.

Comment by bloodglas

on Wed, 09 Jan 2013 22:12:29 -0600

Terrible 4-set for Death Knights. I don't see anyone else having theirs tied to an okay 10 minute CD.At least they changed the tooltip wording so we know how long they'll be up for with the bonus? Shrug.

Comment by Slicktooth

on Wed, 09 Jan 2013 22:29:09 -0600

Please let those new Raptor mounts be both A and H. Im sick of Horde getting all the raptor mounts! >:C

Comment by thaedris20

on Wed, 09 Jan 2013 22:31:01 -0600

I think that the Archaeology gun icon has me more excited than anything (unless you include that SPOILER titan model on MMOchampion) either way this patch is looking to be amazing

Comment by otto0035

on Wed, 09 Jan 2013 22:31:42 -0600

warlocks had that for the 10min cd pets but it was a reduction in its cd. from 10 mins to 6mins.Vestments of the Faceless Shroud is the Tier 13 Raid Set. It contains 5 pieces.Set Bonuses Wearing more pieces of this set will convey bonuses to your character. 2 pieces: The duration of your Doomguard and Infernal summons is increased by 30 sec and the cooldown of those spells is reduced by 4 min.4 pieces: Increases the damage done by your Agony, Corruption, Incinerate, and Shadow Bolt spells by 5%.

Comment by Niceguy88

on Wed, 09 Jan 2013 22:32:28 -0600

So for the 2 piece set bonus for locks, will Chaos Bolt only consume 80% of an ember? Leading to a free ember after 5 casts? Interesting...

Comment by CadeAngelove

on Wed, 09 Jan 2013 22:52:49 -0600

And still no Rogue pvp gear

Comment by Doriineia

on Wed, 09 Jan 2013 23:26:47 -0600

HUGEEEE fan of the Ele shaman tier bonuses. Can't wait to get in and start working towards those from LFR.

Comment by monkiy

on Wed, 09 Jan 2013 23:50:19 -0600

Terrible 4-set for Death Knights. I don't see anyone else having theirs tied to an okay 10 minute CD.At least they changed the tooltip wording so we know how long they'll be up for with the bonus? Shrug.

But that is a 10 minute CD that we (should) use every fight. An additional fifteen seconds, which is an additional 50% uptime, is pretty big considering the damage that they do.

Hopefully the damage on the two-set will be interesting.

Comment by Thygaar

on Thu, 10 Jan 2013 03:02:10 -0600

I can't say no to that they are buffing frost mages, although Frost clearly dont need anymore buffing.

Comment by felhunter

on Thu, 10 Jan 2013 03:09:28 -0600

interresting hunter 2p and 4p.

im gonna assume the thunderhawk is like dire beast and does benefit from BM mastery.and the 4p too benefit from SV mastery.

so yeah lets see if im right or not :D

Edit: direbeast is affected by BM mastery brain fart, that i though it wasnt

Comment by wargh0st

Hunter set bonus look awfull compared to other classes imo. Already had a weapon damage proc in cataclysm which was the worst set bonus in ages....

Comment by AffeGaming

on Thu, 10 Jan 2013 04:44:09 -0600

Rogue 2 set and 4set bonuses looks intresting indeed, can't wait to try it out

Comment by CalaelenDT

on Thu, 10 Jan 2013 05:34:47 -0600

I wonder if the "chance to learn a new recipe on crafting Imperial Silk" refers to current content recipes, or any recipe ever added.

If it applies only to current content, than that seems rather broken as the only non-trainer recipes are rare raid drops, require Golden Lotus Honored or require an Imperial Silk to buy (PvP gear).

Comment by Steamhammer

on Thu, 10 Jan 2013 06:01:50 -0600

New icons include:

inv_misc_bag_advanced_refridgeration_unit

Does this mean the idea of Engineers upgrading the fridge is back?

Comment by jamesworthy

on Thu, 10 Jan 2013 06:08:10 -0600

My farm needs a fridge!

Comment by shreazla

on Thu, 10 Jan 2013 06:27:06 -0600

I sincerely hope that the tailoring addition is a manner to obtain older tailoring patterns, much like how Scribblers get to learn minor/major glyphs every day - I don't necessarily want MOP raid recipes to be included... but being able to get all of the green/blue world/outland BOP tailoring drops would be a phenomenal addition.

Priest Tier set, however, seems interesting... it'll be interesting to see how it plays out in comparison to our current T14. I'm sure T15 will be more powerful in terms of sheer stats, but it will be fun to see if people hold onto/favor their Normal/Heroic T14 over LFR T15, due to bonuses being more powerful.